Saturday, 19 May 2012

Indiegogo - Give us a hand!

http://www.indiegogo.com/evergoHelp us reach our goal! Check us out on Indiegogo and maybe even contribute! We will be forever grateful. It has gotten to that point where we need more to achieve more. We've done all we could with what were given to start with but we need recording equipment, we also need new software for more immersive ambience. There are perks you can receive if you contribute, so please just check our page out.  Thanks! Aar...

Sunday, 27 November 2011

Players Perceptions on a Scene

  This thought and concept is a very scrutinised topic and the effect is only really carried out in the sub-conscious of the player unless they apply the utmost scrutiny to the mechanics and ideas behind Evergo.  There are some scenes in Evergo that we want to really have an effect on the player. The first scenes of the game are very important as it sets the players expectations and feel for the game ahead, so some deep ideas and mechanics need to be thought through to influence the players perception of the scene ahead of them, specifically when they...

Monday, 31 October 2011

Playing Evergo with an xbox controller!

Modified the code only slightly to test out what it would be like to play the game with an xbox controller. No, the game wasn't compiled to an xbox (i just used a USB xbox controller on a pc). To be honest it felt kinda cool playing our own game with an xbox controller, it's a different feeling because an xbox controller is only related to gaming whereas a mouse and keyboard is used everyday for anything and everything. It sort of made the game feel more "exclusive", and that we are actually making a game!Hardest thing to explain...-Aa...

Sunday, 23 October 2011

A message from the scripter!

My personal journey so far, as an indie game developer has been exciting, tiresome yet fun. Who would have known how much one can actually learn about the game industry in such a short time span (something like 4 months in total). I didn't even know a programming language. So I've learnt JavaScript, the entire unity interface including it's engine, game development concepts and a little C#. There have been hours of time devoted to understanding how a game should run and different methods to make the game more immersive. I think the hardest part about creating evergo so far has been trying to pack...

Wednesday, 19 October 2011

GMZ Interview with Thomas Grip

ORIGINAL POST HERE!Basically these guys are our main inspiration, so we found this pretty interesting. Enjoy! Frictional Games are a small independent studio based in Sweden and have so far impressed with their excellent Penumbra game series. They are preparing to launch their new horror game, Amnesia, soon and we thought about asking them a few questions. Read on below:GMZ: First of all, how did Frictional Games come together?Thomas Grip: Jens and I first collaborated on a game called Unbirth (that never got finished) in 2005. We then worked together on a game...

Tuesday, 18 October 2011

Thoughts on Provoking Fear Through Monsters and Phobias

  By now, it has gotten to the stage where we have needed to concern our self's with involving monsters in the game. Provoking fear, being the main purpose of involving monsters, can become a matter involved rather deeply with emotions and phobias.   Monologophobia (which can refer to repetition/the same) is a phobia that, along with many other phobias, can be integrated quiet well into the game and used in context of the idea of pursuit from the monsters. Monologophobia is a fear that I used specifically in one of the basements as the basement is like a small maze,...

Monday, 3 October 2011

Forum launch

BRAND NEW forums have been launched on our BRAND NEW website :)Feel free to access them HE...

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